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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.3 by root, Mon Mar 13 04:38:47 2006 UTC vs.
Revision 1.30 by root, Mon Sep 10 18:30:30 2007 UTC

108 editor CDATA #IMPLIED 108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 109 value CDATA #IMPLIED
110 length CDATA #IMPLIED 110 length CDATA #IMPLIED
111 true CDATA #IMPLIED 111 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 112 false CDATA #IMPLIED>
113
114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute>
118 ">
119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button).
122 </attribute>
123 ">
124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets).
128 </attribute>
129 ">
130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'.
137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot.
144
145 &lt;slow movement&gt; 1 - rough terrain
146 &lt;slow movement&gt; 2 - very rough terrain
147 ...
148 &lt;slow movement&gt; 5 - default for deep swamp
149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute>
152 ">
153 <!ENTITY speed_left "
154 <attribute arch='speed_left' editor='speed left' type='float'>
155 The speed left to the object. On every tick, if this value is higher
156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick.
159 </attribute>
160 ">
161 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163 Whether the teleporter should only be activated on push.
164 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release.
167 </attribute>
168 ">
169
170 <!ENTITY resistances_flesh_desc "
171 Resistances on flesh items make them more durable against spellcraft
172 of the appropriate kind. It also allows dragon players to eventually gain
173 resistance by eating it. Usually resistance should only be set for flesh
174 items in a monster's inventory.
175 ">
176
177 <!ENTITY resistances_flesh_section "
178 <section name='resistance'>
179 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
225 &resistances_flesh_desc;
226 </attribute>
227 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
228 &resistances_flesh_desc;
229 </attribute>
230 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
231 &resistances_flesh_desc;
232 </attribute>
233 </section>
234 ">
235
236 <!ENTITY resistances_basic "
237 <section name='resistance'>
238 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
239 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
240 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
241 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
242 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
243 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
245 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
246 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
247 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
248 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
249 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
250 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
251 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
252 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
253 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
254 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
255 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
256 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
257 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
258 </section>
259 ">
260
261 <!ENTITY player_stat_desc "
262 The player's strentgh will rise/fall by the given value for permanent
263 (of course there is an upper limit). Generally there shouldn't be stat
264 potions granting more than one stat. Cursed potions will subtract the
265 stats if positive.
266 ">
267
268 <!ENTITY player_res_desc "
269 The player's resistance to physical will rise by this value in percent
270 (range -100 till +100). The effect is only temporare, and it does NOT
271 add on the values from the player's equipment.
272 Cursed potions will make negative resistance.. very nasty in combat!
273 ">
274
275 <!ENTITY player_stat_resist_sections "
276 <section name='stats'>
277 <attribute arch='Str' editor='strength' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Dex' editor='dexterity' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Con' editor='constitution' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Int' editor='intelligence' type='int'>
287 &player_stat_desc;
288 </attribute>
289 <attribute arch='Pow' editor='power' type='int'>
290 &player_stat_desc;
291 </attribute>
292 <attribute arch='Wis' editor='wisdom' type='int'>
293 &player_stat_desc;
294 </attribute>
295 <attribute arch='Cha' editor='charisma' type='int'>
296 &player_stat_desc;
297 </attribute>
298 </section>
299 <section name='resistance'>
300 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
352 &player_res_desc;
353 </attribute>
354 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
355 &player_res_desc;
356 </attribute>
357 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
358 &player_res_desc;
359 </attribute>
360 </section>
361 ">
362
113]> 363]>
114 364
115<types> 365<types>
116 366
117<!--###################### bitmask definitions ######################--> 367<!--###################### bitmask definitions ######################-->
150 <entry bit="4" name="Wood" /> 400 <entry bit="4" name="Wood" />
151 <entry bit="5" name="Organics" /> 401 <entry bit="5" name="Organics" />
152 <entry bit="6" name="Stone" /> 402 <entry bit="6" name="Stone" />
153 <entry bit="7" name="Cloth" /> 403 <entry bit="7" name="Cloth" />
154 <entry bit="8" name="Adamantite" /> 404 <entry bit="8" name="Adamantite" />
405 <entry bit="9" name="Liquid" />
406 <entry bit="10" name="Soft Metal" />
407 <entry bit="11" name="Bone" />
408 <entry bit="12" name="Ice" />
409 <entry bit="13" name="(supress name on display)" />
410
155</bitmask> 411</bitmask>
156 412
157<bitmask name="spellpath"> 413<bitmask name="spellpath">
158 <entry bit="0" name="Protection" /> 414 <entry bit="0" name="Protection" />
159 <entry bit="1" name="Fire" /> 415 <entry bit="1" name="Fire" />
190 <entry bit="2" name="Food" /> 446 <entry bit="2" name="Food" />
191 <entry bit="3" name="Weapons" /> 447 <entry bit="3" name="Weapons" />
192 <entry bit="4" name="Armour" /> 448 <entry bit="4" name="Armour" />
193 <entry bit="5" name="Inverse" /> 449 <entry bit="5" name="Inverse" />
194 <entry bit="6" name="All" /> 450 <entry bit="6" name="All" />
451</bitmask>
452
453<bitmask name="movement_type">
454 <entry bit="0" name="Walk" />
455 <entry bit="1" name="Fly Low" />
456 <entry bit="2" name="Fly High" />
457 <entry bit="3" name="Swim" />
458 <entry bit="4" name="Boat" />
459 <entry bit="16" name="Other" />
195</bitmask> 460</bitmask>
196 461
197<!--###################### list definitions ######################--> 462<!--###################### list definitions ######################-->
198 463
199<list name="direction"> 464<list name="direction">
322 <entry value="45" name="disease" /> 587 <entry value="45" name="disease" />
323 <entry value="46" name="aura" /> 588 <entry value="46" name="aura" />
324 <entry value="47" name="town portal" /> 589 <entry value="47" name="town portal" />
325</list> 590</list>
326 591
592<list name="event_type">
593 <entry value="0" name="none" />
594 <entry value="1" name="apply" />
595 <entry value="2" name="attack" />
596 <entry value="3" name="death" />
597 <entry value="4" name="drop" />
598 <entry value="5" name="pickup" />
599 <entry value="6" name="say" />
600 <entry value="7" name="stop" />
601 <entry value="8" name="time" />
602 <entry value="9" name="throw" />
603 <entry value="10" name="trigger" />
604 <entry value="11" name="close" />
605 <entry value="12" name="timer" />
606 <entry value="28" name="move" />
607 <entry value="41" name="drop_on" />
608</list>
609
610<list name="attack_movement_bits_0_3">
611 <entry value="0" name="default" />
612 <entry value="1" name="attack from distance" />
613 <entry value="2" name="run away" />
614 <entry value="3" name="hit and run" />
615 <entry value="4" name="wait, then hit, then move" />
616 <entry value="5" name="rush blindly" />
617 <entry value="6" name="always run" />
618 <entry value="7" name="attack from distance if hit" />
619 <entry value="8" name="do not approach" />
620</list>
621
622<list name="attack_movement_bits_4_7">
623 <entry value="0" name="none" />
624 <entry value="16" name="pet" />
625 <entry value="32" name="small circle" />
626 <entry value="48" name="large circle" />
627 <entry value="64" name="small horizontal" />
628 <entry value="80" name="large horizontal" />
629 <entry value="96" name="random direction" />
630 <entry value="112" name="random movement" />
631 <entry value="128" name="small vertical" />
632 <entry value="144" name="large vertical" />
633</list>
634
327<!--###################### default attributes ######################--> 635<!--###################### default attributes ######################-->
328 636
329<!-- 637<!--
330 The attributes of the default_type get added to all other types by default. 638 The attributes of the default_type get added to all other types by default.
331 Every type can have an 'ignore' element however, which is used to specify 639 Every type can have an 'ignore' element however, which is used to specify
344 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 652 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
345 </attribute> 653 </attribute>
346 <attribute arch="face" editor="image" type="string"> 654 <attribute arch="face" editor="image" type="string">
347 The image-name defines what image is displayed for this object in-game. 655 The image-name defines what image is displayed for this object in-game.
348 </attribute> 656 </attribute>
657 <attribute arch="tag" editor="tag" type="string">
658 You can tag objects with an identifier. Tagged objects can be found quickly
659 from their tag, which makes them useful to tag exits and refer to those by
660 their name.
661 </attribute>
349 <attribute arch="nrof" editor="number" type="int"> 662 <attribute arch="nrof" editor="number" type="int">
350 This value determines the number of objects in one stack (for example: 663 This value determines the number of objects in one stack (for example:
351 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 664 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
352 any pickable object - otherwise it won't be mergeable into a stack. 665 any pickable object - otherwise it won't be mergeable into a stack.
353 </attribute> 666 </attribute>
356 zero weight are not pickable for players. Still, set the "non-pickable"-flag 669 zero weight are not pickable for players. Still, set the "non-pickable"-flag
357 for explicitly non-pickable objects (hey, this is opensource.. you 670 for explicitly non-pickable objects (hey, this is opensource.. you
358 never know ;) ). 671 never know ;) ).
359 </attribute> 672 </attribute>
360 <attribute arch="value" editor="value" type="int"> 673 <attribute arch="value" editor="value" type="int">
361 Adds a certain value to the object: It will be worth that many times the 674 Determines the value of the object, in units of silver coins (one
362 default value from it's archetype (E.g. "value = 3" means three times 675 platinum coin == 50 silver coins). Value for buying/selling will be
363 worth the default value). Value for buying/selling will be
364 further modified by various factors. Hence, testing values in-game is 676 further modified by various factors. Hence, testing values in-game is
365 usually inevitable. 677 usually inevitable.
366 </attribute> 678 </attribute>
367 <attribute arch="glow_radius" editor="glow radius" type="int"> 679 <attribute arch="glow_radius" editor="glow radius" type="int">
368 If &lt;glow radius&gt; is set to a value greater zero, the object 680 If &lt;glow radius&gt; is set to a value greater zero, the object
392 </attribute> 704 </attribute>
393 <attribute arch="unpaid" editor="unpaid" type="bool"> 705 <attribute arch="unpaid" editor="unpaid" type="bool">
394 An &lt;unpaid&gt; item cannot be used unless a player carried it over 706 An &lt;unpaid&gt; item cannot be used unless a player carried it over
395 a shop mat, paying the demanded price. Setting this flag makes sense 707 a shop mat, paying the demanded price. Setting this flag makes sense
396 only for pickable items inside shops. 708 only for pickable items inside shops.
709 </attribute>
710 <attribute arch="sound" editor="sound" type="string">
711 The sound this objects makes on a map. Enter either a sound alias from
712 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
713 field it will point to sound/&lt;path&gt;.ext
714 </attribute>
715 <attribute arch="sound_destroy" editor="destroy sound" type="string">
716 The sound this objects makes when it is destroyed. Enter either a sound alias from
717 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
718 field it will point to sound/&lt;path&gt;.ext
397 </attribute> 719 </attribute>
398</default_type> 720</default_type>
399 721
400<!-- This ignorelist is for all system objects which are non pickable 722<!-- This ignorelist is for all system objects which are non pickable
401 and invisible. They don't interact with players at all. --> 723 and invisible. They don't interact with players at all. -->
435 the fallback for all types which don't match any other defined types. 757 the fallback for all types which don't match any other defined types.
436 The required attribute "misc x" prevents that it gets confused with 758 The required attribute "misc x" prevents that it gets confused with
437 other types like "monster & npc" which also have type number 0. --> 759 other types like "monster & npc" which also have type number 0. -->
438 <attribute arch="misc" value="x" /> 760 <attribute arch="misc" value="x" />
439 </required> 761 </required>
440 <attribute arch="no_pass" editor="blocking passage" type="bool"> 762 &movement_types_terrain;
441 If set, the object cannot be passed by players nor monsters.
442 </attribute>
443 <attribute arch="cursed" editor="cursed" type="bool"> 763 <attribute arch="cursed" editor="cursed" type="bool">
444 Curses can have various effects: On equipment and food, 764 Curses can have various effects: On equipment and food,
445 they generally harm the player in some way. 765 they generally harm the player in some way.
446 </attribute> 766 </attribute>
447 <attribute arch="damned" editor="damned" type="bool"> 767 <attribute arch="damned" editor="damned" type="bool">
536 then either a spell is casted (on the player) or a connector is 856 then either a spell is casted (on the player) or a connector is
537 triggered. If the latter is the case, the altar works only once. 857 triggered. If the latter is the case, the altar works only once.
538 Either way, the sacrificed item disappears. ]]> 858 Either way, the sacrificed item disappears. ]]>
539 </description> 859 </description>
540 <attribute arch="no_pick" value="1" type="fixed" /> 860 <attribute arch="no_pick" value="1" type="fixed" />
541 <attribute arch="walk_on" value="1" type="fixed" /> 861 &move_on;
542 <attribute arch="slaying" editor="match item name" type="string"> 862 <attribute arch="slaying" editor="match item name" type="string">
543 This string specifies the item that must be put on the altar to 863 This string specifies the item that must be put on the altar to
544 activate it. It can either be the name of an archetype, or directly 864 activate it. It can either be the name of an archetype, or directly
545 the name of an object. Yet, titles are not recognized by altars. 865 the name of an object. Yet, titles are not recognized by altars.
546 Remember to put a note somewhere, telling the player what he is 866 Remember to put a note somewhere, telling the player what he is
637 will push the connected value TWICE per sacrifice: First by 957 will push the connected value TWICE per sacrifice: First by
638 dropping sacrifice, second by reset. This mode is typically 958 dropping sacrifice, second by reset. This mode is typically
639 used for altars being connected to gates, resulting in the 959 used for altars being connected to gates, resulting in the
640 gate being opened and closed again. 960 gate being opened and closed again.
641 </attribute> 961 </attribute>
642 <attribute arch="walk_on" value="1" type="fixed"> 962 &move_on;
643 </attribute>
644 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 963 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
645 This text will be displayed to the player 964 This text will be displayed to the player
646 in the exact moment when the altar is activated. 965 in the exact moment when the altar is activated.
647 </attribute> 966 </attribute>
648</type> 967</type>
649 968
969<!--####################################################################-->
970<type number="74" name="Skill Tool">
971 <description><![CDATA[
972 Wearing a skill tool will give the player the ability to use a skill.
973 ]]>
974 </description>
975 <use><![CDATA[
976 Feel free to assign resistancies and stats to a skill tools or change
977 the skill that is given.
978 ]]>
979 </use>
980 <attribute arch="skill" editor="skill name" type="string">
981 This field describes which skill the player will be able to use wearing this item.
982 </attribute>
983 &player_stat_resist_sections;
984</type>
650<!--####################################################################--> 985<!--####################################################################-->
651<type number="39" name="Amulet"> 986<type number="39" name="Amulet">
652 <description><![CDATA[ 987 <description><![CDATA[
653 Wearing an amulet, the object's stats will directly be inherited to 988 Wearing an amulet, the object's stats will directly be inherited to
654 the player. Amulets are usually meant for protection and defense. ]]> 989 the player. Amulets are usually meant for protection and defense. ]]>
710 you want the monster to use/wear the item - you must set 1045 you want the monster to use/wear the item - you must set
711 &lt;is applied&gt;. 1046 &lt;is applied&gt;.
712 Enabling this flag doesn't make any sense if the item 1047 Enabling this flag doesn't make any sense if the item
713 is NOT in a monster's inventory. 1048 is NOT in a monster's inventory.
714 </attribute> 1049 </attribute>
715<section name="resistance"> 1050 &player_stat_resist_sections;
716 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
717 This adds physical resistance to the item (= armour value). The number is
718 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
719 and what they require to do for getting this-and-that artifact.
720 </attribute>
721 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
722 This adds magic resistance to the item. The number is a percent-value in
723 the range 0-100. Treat this with CARE. Look at other maps and what they
724 require to do for getting this-and-that artifact.
725 </attribute>
726 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
727 This adds fire resistance to the item. The number is a percent-value in
728 the range 0-100. Treat this with CARE. Look at other maps and what they
729 require to do for getting this-and-that artifact.
730 </attribute>
731 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
732 This adds electricity resistance to the item. The number is a percent-value in
733 the range 0-100. Treat this with CARE. Look at other maps and what they
734 require to do for getting this-and-that artifact.
735 </attribute>
736 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
737 This adds fire resistance to the item. The number is a percent-value in
738 the range 0-100. Treat this with CARE. Look at other maps and what they
739 require to do for getting this-and-that artifact.
740 </attribute>
741 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
742 This adds confusion resistance to the item. The number is a percent-value in
743 the range 0-100. Confusion resistance is not very effective
744 unless the value comes close to 100 (= perfect immunity).
745 </attribute>
746 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
747 This adds acid resistance to the item. The number is a percent-value in
748 the range 0-100. Treat this with CARE. Look at other maps and what they
749 require to do for getting this-and-that artifact.
750 </attribute>
751 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
752 This adds draining resistance to the item. The number is a percent-value
753 in the range 0-100. Draining resistance is little effective
754 unless the value is 100 (= perfect immunity).
755 </attribute>
756 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
757 This adds weaponmagic resistance to the item. The number is a percent-value in
758 the range 0-100. Weaponmagic resistance generally should not exist on
759 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
760 are not meant to be easily resisted.
761 </attribute>
762 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
763 This adds ghosthit resistance to the item. The number is a percent-value
764 in the range 0-100. Treat this with CARE. Look at other maps and what they
765 require to do for getting this-and-that artifact.
766 </attribute>
767 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
768 This adds poison resistance to the item. The number is a percent-value in
769 the range 0-100. Treat this with CARE. Look at other maps and what they
770 require to do for getting this-and-that artifact.
771 </attribute>
772 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
773 This adds fear resistance to the item. The number is a percent-value in
774 the range 0-100. Resistance to fear is pretty useless.
775 </attribute>
776 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
777 This adds paralyze resistance to the item. The number is a percent-value in
778 the range 0-100. Paralyze resistance is little effective
779 unless the value is 100 (= perfect immunity).
780 </attribute>
781 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
782 This adds fear resistance to the item. The number is a percent-value in
783 the range 0-100. Resistance to fear is pretty useless.
784 </attribute>
785 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
786 This adds depletion resistance to the item. The number is a percent-value
787 in the range 0-100. Depletion resistance is little effective
788 unless the value is 100 (= perfect immunity).
789 </attribute>
790 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
791 This adds death-attack resistance to the item. The number is a
792 percent-value in the range 0-100. Death-attack resistance is little
793 effective unless the value is 100 (= perfect immunity).
794 Generally, resistance to death-attack is not supposed to be
795 available to players!
796 </attribute>
797 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
798 This adds chaos resistance to the item. The number is a percent-value in
799 the range 0-100. Treat this with CARE. Look at other maps and what they
800 require to do for getting this-and-that artifact.
801 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
802 combination of other attacktypes.
803 </attribute>
804 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
805 This adds blinding resistance to the item. The number is a percent-value
806 in the range 0-100. Treat this with CARE. Look at other maps and what they
807 require to do for getting this-and-that artifact.
808 </attribute>
809 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
810 This adds holy power resistance to the item. The number is a percent-value
811 in the range 0-100. Holy power is the attacktype that holyword-type spells
812 use to hurt undead creatures. This kind of resistance is only reasonable
813 for undead players (wraith or devourer cult).
814 Generally, resistance to holy word should not be available for players.
815 </attribute>
816</section>
817<section name="stats">
818 <attribute arch="Str" editor="strength" type="int">
819 The player's strentgh will rise/fall by the given value
820 while wearing this piece of equipment.
821 </attribute>
822 <attribute arch="Dex" editor="dexterity" type="int">
823 The player's dexterity will rise/fall by the given value
824 while wearing this piece of equipment.
825 </attribute>
826 <attribute arch="Con" editor="constitution" type="int">
827 The player's constitution will rise/fall by the given value
828 while wearing this piece of equipment.
829 </attribute>
830 <attribute arch="Int" editor="intelligence" type="int">
831 The player's intelligence will rise/fall by the given value
832 while wearing this piece of equipment.
833 </attribute>
834 <attribute arch="Pow" editor="power" type="int">
835 The player's power will rise/fall by the given value
836 while wearing this piece of equipment.
837 </attribute>
838 <attribute arch="Wis" editor="wisdom" type="int">
839 The player's wisdom will rise/fall by the given value while
840 wearing this piece of equipment.
841 </attribute>
842 <attribute arch="Cha" editor="charisma" type="int">
843 The player's charisma will rise/fall by the given value
844 while wearing this piece of equipment.
845 </attribute>
846</section>
847<section name="misc"> 1051<section name="misc">
848 <attribute arch="luck" editor="luck bonus" type="int"> 1052 <attribute arch="luck" editor="luck bonus" type="int">
849 With positive luck bonus, the player is more likely to 1053 With positive luck bonus, the player is more likely to
850 succeed in all sorts of things (spellcasting, praying,...). 1054 succeed in all sorts of things (spellcasting, praying,...).
851 Unless the &lt;luck bonus&gt; is very high, the effect will be 1055 Unless the &lt;luck bonus&gt; is very high, the effect will be
905 projectiles (e.g. arrows, bolts, boulders) will 1109 projectiles (e.g. arrows, bolts, boulders) will
906 bounce off him. This works only about 90% of all 1110 bounce off him. This works only about 90% of all
907 times, to avoid players being completely immune to 1111 times, to avoid players being completely immune to
908 certain types of attacks. 1112 certain types of attacks.
909 </attribute> 1113 </attribute>
910 <attribute arch="flying" editor="levitate" type="bool"> 1114 &move_type;
911 As soon as the player applies a piece of equipment with
912 &lt;levitate&gt; set, the player will start to float in the air.
913 </attribute>
914 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1115 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
915 Click on the &lt;attuned paths&gt; button to select spellpaths. 1116 Click on the &lt;attuned paths&gt; button to select spellpaths.
916 The player will get attuned to the specified spellpaths 1117 The player will get attuned to the specified spellpaths
917 while wearing this item. 1118 while wearing this item.
918 </attribute> 1119 </attribute>
969 get teleported after they died on this battleground. 1170 get teleported after they died on this battleground.
970 </attribute> 1171 </attribute>
971</type> 1172</type>
972 1173
973<!--####################################################################--> 1174<!--####################################################################-->
1175<type number="165" name="Safe ground (CF+)">
1176 <ignore>
1177 <ignore_list name="non_pickable" />
1178 </ignore>
1179 <description><![CDATA[
1180 Safe ground is a special object that prevents any effects that might
1181 be harmful for the map, other players or items on the map.
1182 It blocks all magic and prayers, usage of alchemy, prevents potions
1183 from being used and blocks bombs from exploding. Note that altars that
1184 do cast spells still work.
1185 (This is a Crossfire+ feature, and might not work elsewhere)
1186 ]]>
1187 </description>
1188 <use><![CDATA[
1189 Safe ground can be used to prevents any means of burning
1190 or destroying the items in a shop. Put this object below all floor tiles
1191 in your map and your shop will be safe. It's generally useful for making
1192 areas where really no kind of spell should be invoked by a player.
1193 ]]>
1194 </use>
1195 <attribute arch="no_pick" value="1" type="fixed" />
1196</type>
1197
1198<!--####################################################################-->
974<type number="8" name="Book"> 1199<type number="8" name="Book">
975 <description><![CDATA[ 1200 <description><![CDATA[
976 Applying a book, the containing message is displayed to the player. ]]> 1201 Applying a book, the containing message is displayed to the player. ]]>
977 </description> 1202 </description>
978 <attribute arch="level" editor="literacy level" type="int"> 1203 <attribute arch="level" editor="literacy level" type="int">
993 is taken, lost or destroyed - it's gone for good. 1218 is taken, lost or destroyed - it's gone for good.
994 </attribute> 1219 </attribute>
995 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1220 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
996 This is the text that appears "written" in the book. 1221 This is the text that appears "written" in the book.
997 </attribute> 1222 </attribute>
1223 <attribute arch="slaying" editor="key string" type="string">
1224 This is the key string of the book. The key string is checked by an inventory checker.
1225 (This is used eg. for the gate/port passes in scorn)
1226 </attribute>
998</type> 1227</type>
999 1228
1000<!--####################################################################--> 1229<!--####################################################################-->
1001<type number="99" name="Boots"> 1230<type number="99" name="Boots">
1002 <import_type name="Amulet" /> 1231 <import_type name="Amulet" />
1081 When a predefined amount of weigh is placed on a button, the 1310 When a predefined amount of weigh is placed on a button, the
1082 &lt;connection&gt; value is triggered. In most cases this happens when a 1311 &lt;connection&gt; value is triggered. In most cases this happens when a
1083 player or monster steps on it. When the button is "released", the 1312 player or monster steps on it. When the button is "released", the
1084 &lt;connection&gt; value get's triggered a second time. ]]> 1313 &lt;connection&gt; value get's triggered a second time. ]]>
1085 </description> 1314 </description>
1086 <attribute arch="walk_on" value="1" type="fixed" /> 1315 &move_on;
1087 <attribute arch="walk_off" value="1" type="fixed" /> 1316 &move_off;
1088 <attribute arch="no_pick" value="1" type="fixed" /> 1317 <attribute arch="no_pick" value="1" type="fixed" />
1089 <attribute arch="weight" editor="press weight" type="int"> 1318 <attribute arch="weight" editor="press weight" type="int">
1090 The button is pressed (triggered), as soon as 1319 The button is pressed (triggered), as soon as
1091 &lt;press weigh&gt; gram are placed ontop of it. 1320 &lt;press weigh&gt; gram are placed ontop of it.
1092 </attribute> 1321 </attribute>
1317 <ignore_list name="system_object" /> 1546 <ignore_list name="system_object" />
1318 </ignore> 1547 </ignore>
1319 <description><![CDATA[ 1548 <description><![CDATA[
1320 A creator is an object which creates another object when it 1549 A creator is an object which creates another object when it
1321 is triggered. The child object can be anything. Creators are 1550 is triggered. The child object can be anything. Creators are
1322 VERY useful for all kinds of map-mechanisms. ]]> 1551 VERY useful for all kinds of map-mechanisms. They can even
1552 periodically create things. ]]>
1323 </description> 1553 </description>
1324 <use><![CDATA[ 1554 <use><![CDATA[
1325 Don't hesitate to hide your creators under the floor. 1555 Don't hesitate to hide your creators under the floor.
1326 The created items will still always appear ontop of the floor. ]]> 1556 The created items will still always appear ontop of the floor. ]]>
1327 </use> 1557 </use>
1335 </attribute> 1565 </attribute>
1336 <attribute arch="connected" editor="connection" type="int"> 1566 <attribute arch="connected" editor="connection" type="int">
1337 Whenever the connection value is activated, 1567 Whenever the connection value is activated,
1338 the creator gets triggered. 1568 the creator gets triggered.
1339 </attribute> 1569 </attribute>
1570 &activate_on;
1340 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1571 <attribute arch="lifesave" editor="infinit uses" type="bool">
1341 If &lt;infinit uses&gt; is set, the creator will work 1572 If &lt;infinit uses&gt; is set, the creator will work
1342 infinitely, regardless of the value in &lt;number of uses&gt;. 1573 infinitely, regardless of the value in &lt;number of uses&gt;.
1574 </attribute>
1575 <attribute arch="speed" editor="speed" type="float">
1576 When this field is set the creator will periodically create stuff
1577 (and will still do so when the connection is triggered).
1578 A value of 1 means roughly 8 times a second.
1343 </attribute> 1579 </attribute>
1344 <attribute arch="hp" editor="number of uses" type="int"> 1580 <attribute arch="hp" editor="number of uses" type="int">
1345 The creator can be triggered &lt;number of uses&gt; times, thus 1581 The creator can be triggered &lt;number of uses&gt; times, thus
1346 creating that many objects, before it dissappears. 1582 creating that many objects, before it dissappears.
1347 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1583 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1389 </attribute> 1625 </attribute>
1390 <attribute arch="speed" editor="detection speed" type="float"> 1626 <attribute arch="speed" editor="detection speed" type="float">
1391 This value defines the time between two detector-checks. 1627 This value defines the time between two detector-checks.
1392 If you want the detector to behave almost like pedestals/buttons, 1628 If you want the detector to behave almost like pedestals/buttons,
1393 set speed rather high, like &lt;detection speed&gt; 1.0. 1629 set speed rather high, like &lt;detection speed&gt; 1.0.
1630 </attribute>
1631 &speed_left;
1632 <attribute arch="speed_left" editor="speed left" type="float">
1633 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1634 If it is larger than 0, the detector checks, and the speed is decremented
1635 by 1.
1394 </attribute> 1636 </attribute>
1395</type> 1637</type>
1396 1638
1397<!--####################################################################--> 1639<!--####################################################################-->
1398<type number="112" name="Director"> 1640<type number="112" name="Director">
1421 <attribute arch="sp" editor="direction" type="list_direction"> 1663 <attribute arch="sp" editor="direction" type="list_direction">
1422 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1664 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1423 A director with direction &lt;none&gt; simply stops projectiles. 1665 A director with direction &lt;none&gt; simply stops projectiles.
1424 (The latter works out a bit strange for some spells). 1666 (The latter works out a bit strange for some spells).
1425 </attribute> 1667 </attribute>
1426 <attribute arch="walk_on" value="1" type="fixed" /> 1668 &move_on;
1427 <attribute arch="fly_on" value="1" type="fixed" />
1428</type> 1669</type>
1429 1670
1430<!--####################################################################--> 1671<!--####################################################################-->
1431<type number="158" name="Disease"> 1672<type number="158" name="Disease">
1432 <ignore> 1673 <ignore>
1500 </attribute> 1741 </attribute>
1501 <attribute arch="speed" editor="moving speed" type="float"> 1742 <attribute arch="speed" editor="moving speed" type="float">
1502 The &lt;speed&gt; of the disease determines how fast the disease will 1743 The &lt;speed&gt; of the disease determines how fast the disease will
1503 "move", thus how fast the symptoms strike the host. 1744 "move", thus how fast the symptoms strike the host.
1504 </attribute> 1745 </attribute>
1746 &speed_left;
1505</section> 1747</section>
1506<section name="symptoms"> 1748<section name="symptoms">
1507 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1749 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1508 The disease will attack the host with the given &lt;attacktype&gt;. 1750 The disease will attack the host with the given &lt;attacktype&gt;.
1509 Godpower attacktype is commonly used for "unresistable" diseases. 1751 Godpower attacktype is commonly used for "unresistable" diseases.
1599 defeated, horizontally and vertically adjacent doors are automatically 1841 defeated, horizontally and vertically adjacent doors are automatically
1600 removed. ]]> 1842 removed. ]]>
1601 </description> 1843 </description>
1602 <attribute arch="no_pick" value="1" type="fixed" /> 1844 <attribute arch="no_pick" value="1" type="fixed" />
1603 <attribute arch="alive" value="1" type="fixed" /> 1845 <attribute arch="alive" value="1" type="fixed" />
1604 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1846 &movement_types_terrain;
1605 If set, a player must defeat the door to enter.
1606 </attribute>
1607 <attribute arch="hp" editor="hitpoints" type="int"> 1847 <attribute arch="hp" editor="hitpoints" type="int">
1608 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1848 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1609 </attribute> 1849 </attribute>
1610 <attribute arch="ac" editor="armour class" type="int"> 1850 <attribute arch="ac" editor="armour class" type="int">
1611 Doors of high &lt;armour class&gt; are less likely to get hit. 1851 Doors of high &lt;armour class&gt; are less likely to get hit.
1616 This string defines the object that will be created when the door was 1856 This string defines the object that will be created when the door was
1617 defeated. 1857 defeated.
1618 </attribute> 1858 </attribute>
1619 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1859 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1620 This entry determines what kind of traps will appear in the door. 1860 This entry determines what kind of traps will appear in the door.
1861 </attribute>
1862 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1863 Set this flag to move treasure items created into the environment (map)
1864 instead of putting them into the object.
1621 </attribute> 1865 </attribute>
1622</type> 1866</type>
1623 1867
1624<!--####################################################################--> 1868<!--####################################################################-->
1625<type number="83" name="Duplicator"> 1869<type number="83" name="Duplicator">
1643 loose the input matches the chance to earn winnings.<br> 1887 loose the input matches the chance to earn winnings.<br>
1644 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1888 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1645 loosing rate of 2/3 = 67%. ]]> 1889 loosing rate of 2/3 = 67%. ]]>
1646 </use> 1890 </use>
1647 <attribute arch="other_arch" editor="target arch" type="string"> 1891 <attribute arch="other_arch" editor="target arch" type="string">
1648 Only objects of matching archtype, lying ontop of the dublicator will be 1892 Only objects of matching archtype, lying ontop of the duplicator will be
1649 dublicated, multiplied or removed. All other objects will be ignored. 1893 duplicated, multiplied or removed. All other objects will be ignored.
1650 </attribute> 1894 </attribute>
1651 <attribute arch="level" editor="multiply factor" type="int"> 1895 <attribute arch="level" editor="multiply factor" type="int">
1652 The number of items in the target pile will be multiplied by the 1896 The number of items in the target pile will be multiplied by the
1653 &lt;multiply factor&gt;. If it is set to zero, all target objects 1897 &lt;multiply factor&gt;. If it is set to zero, all target objects
1654 will be destroyed. 1898 will be destroyed.
1656 <attribute arch="connected" editor="connection" type="int"> 1900 <attribute arch="connected" editor="connection" type="int">
1657 An activator (lever, altar, button, etc) with matching connection value 1901 An activator (lever, altar, button, etc) with matching connection value
1658 is able to trigger this duplicator. Be very careful that players cannot 1902 is able to trigger this duplicator. Be very careful that players cannot
1659 abuse it to create endless amounts of money or other valuable stuff! 1903 abuse it to create endless amounts of money or other valuable stuff!
1660 </attribute> 1904 </attribute>
1905 &activate_on;
1661</type> 1906</type>
1662 1907
1663<!--####################################################################--> 1908<!--####################################################################-->
1664<type number="66" name="Exit"> 1909<type number="66" name="Exit">
1665 <ignore> 1910 <ignore>
1705 If both are set to zero, the player will be transferred to the "default 1950 If both are set to zero, the player will be transferred to the "default
1706 enter location" of the destined map. The latter can be set in the map- 1951 enter location" of the destined map. The latter can be set in the map-
1707 properties as "Enter X/Y". Though, please DO NOT use that. 1952 properties as "Enter X/Y". Though, please DO NOT use that.
1708 It turned out to be a source for numerous map-bugs. 1953 It turned out to be a source for numerous map-bugs.
1709 </attribute> 1954 </attribute>
1710 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1955 &move_on;
1711 If set, the player will apply the exit by just walking into it. This must
1712 be set for the invisible exits for example. If unset, the player has
1713 to step onto the exit and press 'a' to get transferred.
1714 </attribute>
1715 <attribute arch="fly_on" editor="apply by flying" type="bool">
1716 If set, the player will apply the exit by "flying into it". Flying means
1717 the player is levitating. E.g. wearing levitation boots.
1718 </attribute>
1719 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> 1956 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1720 If set, this message will be displayed to the player when he applies the exit. 1957 If set, this message will be displayed to the player when he applies the exit.
1721 This is quite useful to throw in some "role-play feeling": "As you enter the 1958 This is quite useful to throw in some "role-play feeling": "As you enter the
1722 dark cave you hear the sound of rustling dragonscales...". Well, my english 1959 dark cave you hear the sound of rustling dragonscales...". Well, my english
1723 is poor, but you get the point. =) 1960 is poor, but you get the point. =)
1724 </attribute> 1961 </attribute>
1725 <attribute arch="unique" editor="unique destination" type="bool"> 1962 <attribute arch="damned" editor="set savebed" type="bool">
1726 This flag defines the destined map as "personal unique map". If set, 1963 If set, then players using this exit will have their savebed position
1727 there will be a seperate version of that map for every player out there. 1964 set to the destination of the exit when passing through.
1728 This feature is used for the permanent apartments
1729 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1730 than apartments, since Crossfire is a *multi*player game. In such a permanent
1731 apartment don't forget to set the unique-flag for all floor tiles too
1732 (see floors).
1733 An exit pointing outside of a personal unique map must have the
1734 "unique destination"-flag unset.
1735 </attribute> 1965 </attribute>
1736</type> 1966</type>
1737 1967
1738<!--####################################################################--> 1968<!--####################################################################-->
1739<type number="72" name="Flesh"> 1969<type number="72" name="Flesh">
1740 <description><![CDATA[ 1970 <description><![CDATA[
1741 Just like with food, the player can fill his stomache and gain a 1971 Just like with food, the player can fill his stomache and gain a
1742 little health by eating flesh-objects. <br> 1972 little health by eating flesh-objects. <br>
1743 For dragon players, flesh plays a very special role though: If the 1973 For dragon players, flesh plays a very special role though: If the
1744 flesh has resistances set, a dragon player has a chance to gain resistance in 1974 flesh has resistances set, a dragon player has a chance to gain resistance in
1745 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1975 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1746 Don't forget that flesh items with resistances have to be balanced 1976 Don't forget that flesh items with resistances have to be balanced
1747 according to map/monster difficulty. ]]> 1977 according to map/monster difficulty. ]]>
1748 </description> 1978 </description>
1749 <use><![CDATA[ 1979 <use><![CDATA[
1750 For dragon players, flesh items can be highly valuable. Note that many 1980 For dragon players, flesh items can be highly valuable. Note that many
1771 </attribute> 2001 </attribute>
1772 <attribute arch="startequip" editor="godgiven item" type="bool"> 2002 <attribute arch="startequip" editor="godgiven item" type="bool">
1773 A godgiven item vanishes as soon as the player 2003 A godgiven item vanishes as soon as the player
1774 drops it to the ground. 2004 drops it to the ground.
1775 </attribute> 2005 </attribute>
1776<section name="resistance"> 2006 &resistances_flesh_section;
1777 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1778 Resistances on flesh items make them more durable against spellcraft
1779 of the appropriate kind. It also allows dragon players to eventually gain
1780 resistance by eating it. Usually resistance should only be set for flesh
1781 items in a monster's inventory.
1782 </attribute>
1783 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1784 Resistances on flesh items make them more durable against spellcraft
1785 of the appropriate kind. It also allows dragon players to eventually gain
1786 resistance by eating it. Usually resistance should only be set for flesh
1787 items in a monster's inventory.
1788 </attribute>
1789 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1790 Resistances on flesh items make them more durable against spellcraft
1791 of the appropriate kind. It also allows dragon players to eventually gain
1792 resistance by eating it. Usually resistance should only be set for flesh
1793 items in a monster's inventory.
1794 </attribute>
1795 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1796 Resistances on flesh items make them more durable against spellcraft
1797 of the appropriate kind. It also allows dragon players to eventually gain
1798 resistance by eating it. Usually resistance should only be set for flesh
1799 items in a monster's inventory.
1800 </attribute>
1801 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1802 Resistances on flesh items make them more durable against spellcraft
1803 of the appropriate kind. It also allows dragon players to eventually gain
1804 resistance by eating it. Usually resistance should only be set for flesh
1805 items in a monster's inventory.
1806 </attribute>
1807 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1808 Resistances on flesh items make them more durable against spellcraft
1809 of the appropriate kind. It also allows dragon players to eventually gain
1810 resistance by eating it. Usually resistance should only be set for flesh
1811 items in a monster's inventory.
1812 </attribute>
1813 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1814 Resistances on flesh items make them more durable against spellcraft
1815 of the appropriate kind. It also allows dragon players to eventually gain
1816 resistance by eating it. Usually resistance should only be set for flesh
1817 items in a monster's inventory.
1818 </attribute>
1819 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1820 Resistances on flesh items make them more durable against spellcraft
1821 of the appropriate kind. It also allows dragon players to eventually gain
1822 resistance by eating it. Usually resistance should only be set for flesh
1823 items in a monster's inventory.
1824 </attribute>
1825 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1826 Resistances on flesh items make them more durable against spellcraft
1827 of the appropriate kind. It also allows dragon players to eventually gain
1828 resistance by eating it. Usually resistance should only be set for flesh
1829 items in a monster's inventory.
1830 </attribute>
1831 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1832 Resistances on flesh items make them more durable against spellcraft
1833 of the appropriate kind. It also allows dragon players to eventually gain
1834 resistance by eating it. Usually resistance should only be set for flesh
1835 items in a monster's inventory.
1836 </attribute>
1837 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1838 Resistances on flesh items make them more durable against spellcraft
1839 of the appropriate kind. It also allows dragon players to eventually gain
1840 resistance by eating it. Usually resistance should only be set for flesh
1841 items in a monster's inventory.
1842 </attribute>
1843 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1844 Resistances on flesh items make them more durable against spellcraft
1845 of the appropriate kind. It also allows dragon players to eventually gain
1846 resistance by eating it. Usually resistance should only be set for flesh
1847 items in a monster's inventory.
1848 </attribute>
1849 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1850 Resistances on flesh items make them more durable against spellcraft
1851 of the appropriate kind. It also allows dragon players to eventually gain
1852 resistance by eating it. Usually resistance should only be set for flesh
1853 items in a monster's inventory.
1854 </attribute>
1855 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1856 Resistances on flesh items make them more durable against spellcraft
1857 of the appropriate kind. It also allows dragon players to eventually gain
1858 resistance by eating it. Usually resistance should only be set for flesh
1859 items in a monster's inventory.
1860 </attribute>
1861 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1862 Resistances on flesh items make them more durable against spellcraft
1863 of the appropriate kind. It also allows dragon players to eventually gain
1864 resistance by eating it. Usually resistance should only be set for flesh
1865 items in a monster's inventory.
1866 </attribute>
1867 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1868 RResistances on flesh items make them more durable against spellcraft
1869 of the appropriate kind. It also allows dragon players to eventually gain
1870 resistance by eating it. Usually resistance should only be set for flesh
1871 items in a monster's inventory.
1872 </attribute>
1873 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1874 Resistances on flesh items make them more durable against spellcraft
1875 of the appropriate kind. It also allows dragon players to eventually gain
1876 resistance by eating it. Usually resistance should only be set for flesh
1877 items in a monster's inventory.
1878 </attribute>
1879 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1880 Resistances on flesh items make them more durable against spellcraft
1881 of the appropriate kind. It also allows dragon players to eventually gain
1882 resistance by eating it. Usually resistance should only be set for flesh
1883 items in a monster's inventory.
1884 </attribute>
1885</section>
1886 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2007 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1887 This text may describe the item. 2008 This text may describe the item.
1888 </attribute> 2009 </attribute>
1889</type> 2010</type>
1890 2011
1901 Floor is a very basic thing whithout too much 2022 Floor is a very basic thing whithout too much
1902 functionality. It's a floor - you stand on it. ]]> 2023 functionality. It's a floor - you stand on it. ]]>
1903 </description> 2024 </description>
1904 <attribute arch="is_floor" value="1" type="fixed" /> 2025 <attribute arch="is_floor" value="1" type="fixed" />
1905 <attribute arch="no_pick" value="1" type="fixed" /> 2026 <attribute arch="no_pick" value="1" type="fixed" />
1906 <attribute arch="no_pass" editor="blocking passage" type="bool">
1907 If set, the object cannot be passed by players nor monsters.
1908 </attribute>
1909<section name="terrain"> 2027<section name="terrain">
1910 <attribute arch="slow_move" editor="slow movement" type="int"> 2028 &movement_types_terrain;
1911 If &lt;slow movement&gt; is set to a value greater zero, all
1912 creatures moving over this spot will be slower than normal.
1913
1914 &lt;slow movement&gt; 1 - rough terrain
1915 &lt;slow movement&gt; 2 - very rough terrain
1916 ...
1917 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1918 </attribute>
1919 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2029 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1920 This flag indicates this spot contains wood or high grass. 2030 This flag indicates this spot contains wood or high grass.
1921 Players with activated woodsman skill can move faster here. 2031 Players with activated woodsman skill can move faster here.
1922 </attribute> 2032 </attribute>
1923 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2033 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1956 with monsters on them. Nowadays this feature is disabled - 2066 with monsters on them. Nowadays this feature is disabled -
1957 Hence encounter floor is not different from normal floor. ]]> 2067 Hence encounter floor is not different from normal floor. ]]>
1958 </description> 2068 </description>
1959 <attribute arch="is_floor" value="1" type="fixed" /> 2069 <attribute arch="is_floor" value="1" type="fixed" />
1960 <attribute arch="no_pick" value="1" type="fixed" /> 2070 <attribute arch="no_pick" value="1" type="fixed" />
1961 <attribute arch="no_pass" editor="blocking passage" type="bool">
1962 If set, the object cannot be passed by players nor monsters.
1963 </attribute>
1964<section name="terrain"> 2071<section name="terrain">
1965 <attribute arch="slow_move" editor="slow movement" type="int"> 2072 &movement_types_terrain;
1966 If &lt;slow movement&gt; is set to a value greater zero, all
1967 creatures moving over this spot will be slower than normal.
1968
1969 &lt;slow movement&gt; 1 - rough terrain
1970 &lt;slow movement&gt; 2 - very rough terrain
1971 ...
1972 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1973 </attribute>
1974 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2073 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1975 This flag indicates this spot contains wood or high grass. 2074 This flag indicates this spot contains wood or high grass.
1976 Players with activated woodsman skill can move faster here. 2075 Players with activated woodsman skill can move faster here.
1977 </attribute> 2076 </attribute>
1978 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2077 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2030 Use gates to divide your maps into seperated areas. After solving 2129 Use gates to divide your maps into seperated areas. After solving
2031 area A, the player gains access to area B, and so on. Make your 2130 area A, the player gains access to area B, and so on. Make your
2032 maps more complex than "one-way". ]]> 2131 maps more complex than "one-way". ]]>
2033 </use> 2132 </use>
2034 <attribute arch="no_pick" value="1" type="fixed" /> 2133 <attribute arch="no_pick" value="1" type="fixed" />
2134 <attribute arch="speed" value="1" type="float">
2135 The speed of the gate affects how fast it is closing/opening.
2136 </attribute>
2035 <attribute arch="connected" editor="connection" type="int"> 2137 <attribute arch="connected" editor="connection" type="int">
2036 Whenever the inventory checker is triggered, all objects with identical 2138 Whenever the inventory checker is triggered, all objects with identical
2037 &lt;connection&gt; value get activated. This only makes sense together with 2139 &lt;connection&gt; value get activated. This only makes sense together with
2038 &lt;blocking passage&gt; disabled. 2140 &lt;blocking passage&gt; disabled.
2039 </attribute> 2141 </attribute>
2041 The &lt;position state&gt; defines the position of the gate: 2143 The &lt;position state&gt; defines the position of the gate:
2042 Zero means completely open/down, the "number of animation-steps" (usually 2144 Zero means completely open/down, the "number of animation-steps" (usually
2043 about 6 or 7) means completely closed/up state. I suggest you don't 2145 about 6 or 7) means completely closed/up state. I suggest you don't
2044 mess with this value - Leave the default in place. 2146 mess with this value - Leave the default in place.
2045 </attribute> 2147 </attribute>
2046 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2148 &movement_types_terrain;
2047 For open gates, &lt;blocking passage&gt; should be unset.
2048 For closed gates it must be set.
2049 </attribute>
2050 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2149 <attribute arch="no_magic" editor="restrict spells" type="bool">
2051 Restricting the use of spells to pass this gate. This has 2150 Restricting the use of spells to pass this gate. This has
2052 an effect only if &lt;block view&gt; is disabled. 2151 an effect only if &lt;block view&gt; is disabled.
2053 </attribute> 2152 </attribute>
2054 <attribute arch="damned" editor="restrict prayers" type="bool"> 2153 <attribute arch="damned" editor="restrict prayers" type="bool">
2162 You can use that to safely chase off too-weak players, or just 2261 You can use that to safely chase off too-weak players, or just
2163 to have something different. ]]> 2262 to have something different. ]]>
2164 </use> 2263 </use>
2165 <attribute arch="is_floor" value="1" type="fixed" /> 2264 <attribute arch="is_floor" value="1" type="fixed" />
2166 <attribute arch="lifesave" value="1" type="fixed" /> 2265 <attribute arch="lifesave" value="1" type="fixed" />
2167 <attribute arch="walk_on" value="1" type="fixed" /> 2266 &move_on;
2168 <attribute arch="no_pick" value="1" type="fixed" /> 2267 <attribute arch="no_pick" value="1" type="fixed" />
2169 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2268 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2170 This attribute specifys the attacktypes that this floor uses to 2269 This attribute specifys the attacktypes that this floor uses to
2171 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2270 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2172 If you want a real tough hazard floor, add more than just one attacktype. 2271 If you want a real tough hazard floor, add more than just one attacktype.
2187 I guess this value is supposed to work similar to monster levels. 2286 I guess this value is supposed to work similar to monster levels.
2188 But in fact, it does not seem to have an effect. Set any non-zero 2287 But in fact, it does not seem to have an effect. Set any non-zero
2189 value to be on the safe side. 2288 value to be on the safe side.
2190 </attribute> 2289 </attribute>
2191<section name="terrain"> 2290<section name="terrain">
2192 <attribute arch="slow_move" editor="slow movement" type="int"> 2291 &movement_types_terrain;
2193 If &lt;slow movement&gt; is set to a value greater zero, all
2194 creatures moving over this spot will be slower than normal.
2195
2196 &lt;slow movement&gt; 1 - rough terrain
2197 &lt;slow movement&gt; 2 - very rough terrain
2198 ...
2199 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2200 </attribute>
2201 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2292 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2202 This flag indicates this spot contains wood or high grass. 2293 This flag indicates this spot contains wood or high grass.
2203 Players with activated woodsman skill can move faster here. 2294 Players with activated woodsman skill can move faster here.
2204 </attribute> 2295 </attribute>
2205 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2296 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2268 <attribute arch="level" editor="reconsecrate level" type="int"> 2359 <attribute arch="level" editor="reconsecrate level" type="int">
2269 To re-consecrate an altar, the player's wisdom level must be as 2360 To re-consecrate an altar, the player's wisdom level must be as
2270 high or higher than this value. In that way, some altars can not 2361 high or higher than this value. In that way, some altars can not
2271 be re-consecrated, while other altars, like those in dungeons, could be. 2362 be re-consecrated, while other altars, like those in dungeons, could be.
2272 2363
2273 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2364 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2274 Some characters might need those altars, they would be very unhappy to 2365 Some characters might need those altars, they would be very unhappy to
2275 see them re-consecrated to another cult. 2366 see them re-consecrated to another cult.
2276 </attribute> 2367 </attribute>
2277</type> 2368</type>
2278 2369
2330 alchemical receipes. By themselves, they have no special 2421 alchemical receipes. By themselves, they have no special
2331 functionalities. ]]> 2422 functionalities. ]]>
2332 </description> 2423 </description>
2333 <attribute arch="is_dust" editor="is dust" type="bool"> 2424 <attribute arch="is_dust" editor="is dust" type="bool">
2334 </attribute> 2425 </attribute>
2335<section name="resistance"> 2426 &resistances_basic;
2336 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2337 </attribute>
2338 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2339 </attribute>
2340 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2341 </attribute>
2342 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2343 </attribute>
2344 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2345 </attribute>
2346 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2347 </attribute>
2348 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2349 </attribute>
2350 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2351 </attribute>
2352 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2353 </attribute>
2354 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2355 </attribute>
2356 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2357 </attribute>
2358 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2359 </attribute>
2360</section>
2361</type> 2427</type>
2362 2428
2363<!--####################################################################--> 2429<!--####################################################################-->
2364<type number="64" name="Inventory Checker"> 2430<type number="64" name="Inventory Checker">
2365 <ignore> 2431 <ignore>
2371 either if that object is present or missing (-&gt; "last_sp") when a 2437 either if that object is present or missing (-&gt; "last_sp") when a
2372 player walks over the inv. checker. A valid option is to remove the 2438 player walks over the inv. checker. A valid option is to remove the
2373 matching object (usually not recommended, see "last_heal"). 2439 matching object (usually not recommended, see "last_heal").
2374 <br><br> 2440 <br><br>
2375 Alternatively, you can set your inv. checker to block all players 2441 Alternatively, you can set your inv. checker to block all players
2376 that do/don't carry the matching object (-&gt; "no_pass"). 2442 that do/don't carry the matching object.
2377 <br><br> 2443 <br><br>
2378 As you can see, inv. checkers are quite powerful, holding a 2444 As you can see, inv. checkers are quite powerful, holding a
2379 great variety of possibilities. ]]> 2445 great variety of possibilities. ]]>
2380 </description> 2446 </description>
2381 <use><![CDATA[ 2447 <use><![CDATA[
2413 <attribute arch="connected" editor="connection" type="int"> 2479 <attribute arch="connected" editor="connection" type="int">
2414 Whenever the inventory checker is triggered, all objects with identical 2480 Whenever the inventory checker is triggered, all objects with identical
2415 &lt;connection&gt; value get activated. This only makes sense together with 2481 &lt;connection&gt; value get activated. This only makes sense together with
2416 &lt;blocking passage&gt; disabled. 2482 &lt;blocking passage&gt; disabled.
2417 </attribute> 2483 </attribute>
2418 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2484 &movement_types_terrain;
2419 If set, only players meeting the match criteria can pass
2420 through that space. If unset (default), the inventory
2421 checker acts like a trigger/button.
2422 </attribute>
2423 <attribute arch="last_heal" editor="remove match" type="bool"> 2485 <attribute arch="last_heal" editor="remove match" type="bool">
2424 &lt;remove match&gt; means remove object if found. Setting this is usually not 2486 &lt;remove match&gt; means remove object if found. Setting this is usually not
2425 recommended because inv. checkers are in general invisible. So, unlike 2487 recommended because inv. checkers are in general invisible. So, unlike
2426 for altars/ locked doors, the player won't expect to lose an object when 2488 for altars/ locked doors, the player won't expect to lose an object when
2427 walking over that square. And he doesn't even get a message either. 2489 walking over that square. And he doesn't even get a message either.
2513 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2575 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2514 There you have magic forces (door objects) put under certain artifact 2576 There you have magic forces (door objects) put under certain artifact
2515 items. To get your hands on the artifacts, you need to bring up the 2577 items. To get your hands on the artifacts, you need to bring up the
2516 appropriate quest items (key objects). ]]> 2578 appropriate quest items (key objects). ]]>
2517 </use> 2579 </use>
2518 <attribute arch="no_pass" value="1" type="fixed" /> 2580 <attribute arch="move_type" value="0" type="fixed" />
2519 <attribute arch="no_pick" value="1" type="fixed" /> 2581 <attribute arch="no_pick" value="1" type="fixed" />
2520 <attribute arch="slaying" editor="key string" type="string"> 2582 <attribute arch="slaying" editor="key string" type="string">
2521 The &lt;key string&gt; in the door must be identical with the 2583 The &lt;key string&gt; in the door must be identical with the
2522 &lt;key string&gt; in the special key, then the door is unlocked. 2584 &lt;key string&gt; in the special key, then the door is unlocked.
2523 It is VERY important to set the &lt;key string&gt; to something that 2585 It is VERY important to set the &lt;key string&gt; to something that
2629 <attribute arch="connected" editor="connection" type="int"> 2691 <attribute arch="connected" editor="connection" type="int">
2630 Every time the &lt;connection&gt; value is triggered, the wall will cast 2692 Every time the &lt;connection&gt; value is triggered, the wall will cast
2631 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2693 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2632 have much visible effect. 2694 have much visible effect.
2633 </attribute> 2695 </attribute>
2696 &activate_on;
2634 <attribute arch="speed" editor="casting speed" type="float"> 2697 <attribute arch="speed" editor="casting speed" type="float">
2635 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2698 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2636 You can fine-tune how long the duration between two casts shall 2699 You can fine-tune how long the duration between two casts shall
2637 be. If you want to create a wall that can be activated (cast per 2700 be. If you want to create a wall that can be activated (cast per
2638 trigger) via connected lever/button/etc, you must set "speed 0". 2701 trigger) via connected lever/button/etc, you must set "speed 0".
2639 </attribute> 2702 </attribute>
2703 &speed_left;
2640 <attribute arch="sp" editor="direction" type="list_direction"> 2704 <attribute arch="sp" editor="direction" type="list_direction">
2641 The magic wall will cast it's spells always in the specified 2705 The magic wall will cast it's spells always in the specified
2642 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2706 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2643 always fire in a random direction. 2707 always fire in a random direction.
2644 </attribute> 2708 </attribute>
2645 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2709 &movement_types_terrain;
2646 If set, the object cannot be passed by players nor monsters.
2647 </attribute>
2648<section name="destroyable"> 2710<section name="destroyable">
2649 <attribute arch="alive" editor="is destroyable" type="bool"> 2711 <attribute arch="alive" editor="is destroyable" type="bool">
2650 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2712 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2651 destroyed by the player. If disabled, all other attributes on 2713 destroyed by the player. If disabled, all other attributes on
2652 this tab, as well as resistances, are meaningless. 2714 this tab, as well as resistances, are meaningless.
2663 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2725 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2664 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2726 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2665 to &lt;weapon class&gt;. 2727 to &lt;weapon class&gt;.
2666 </attribute> 2728 </attribute>
2667</section> 2729</section>
2668<section name="resistance"> 2730&resistances_basic;
2669 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2670 </attribute>
2671 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2672 </attribute>
2673 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2674 </attribute>
2675 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2676 </attribute>
2677 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2678 </attribute>
2679 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2680 </attribute>
2681 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2682 </attribute>
2683 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2684 </attribute>
2685 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2686 </attribute>
2687 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2688 </attribute>
2689 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2690 </attribute>
2691 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2692 </attribute>
2693 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2694 </attribute>
2695 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2696 </attribute>
2697 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2698 </attribute>
2699 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2700 </attribute>
2701 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2702 </attribute>
2703 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2704 </attribute>
2705 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2706 </attribute>
2707 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2708 </attribute>
2709 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2710 </attribute>
2711</section>
2712</type> 2731</type>
2713 2732
2714<!--####################################################################--> 2733<!--####################################################################-->
2715<type number="55" name="Marker"> 2734<type number="55" name="Marker">
2716 <ignore> 2735 <ignore>
2750 The &lt;marking speed&gt; defines how quickly it will mark something 2769 The &lt;marking speed&gt; defines how quickly it will mark something
2751 standing on the marker. Set this value rather high to make 2770 standing on the marker. Set this value rather high to make
2752 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2771 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2753 should do fine. 2772 should do fine.
2754 </attribute> 2773 </attribute>
2774 &speed_left;
2755 <attribute arch="food" editor="mark duration" type="int"> 2775 <attribute arch="food" editor="mark duration" type="int">
2756 This value defines the duration of the force it inserts. 2776 This value defines the duration of the force it inserts.
2757 If nonzero, the duration of the player's mark is finite: 2777 If nonzero, the duration of the player's mark is finite:
2758 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2778 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2759 means the mark will stay on the player forever. 2779 means the mark will stay on the player forever.
2859 2879
2860 Note that you can always put items into the monster's 2880 Note that you can always put items into the monster's
2861 inventory. Those will drop-at-kill just like the stuff 2881 inventory. Those will drop-at-kill just like the stuff
2862 from the &lt;treasurelist&gt;. 2882 from the &lt;treasurelist&gt;.
2863 </attribute> 2883 </attribute>
2884 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2885 Set this flag to move treasure items created into the environment (map)
2886 instead of putting them into the object.
2887 </attribute>
2864 <attribute arch="level" editor="level" type="int"> 2888 <attribute arch="level" editor="level" type="int">
2865 A monster's &lt;level&gt; is the most important attribute. 2889 A monster's &lt;level&gt; is the most important attribute.
2866 &lt;level&gt; affects the power of a monster in various ways. 2890 &lt;level&gt; affects the power of a monster in various ways.
2867 </attribute> 2891 </attribute>
2868 <attribute arch="race" editor="race" type="string"> 2892 <attribute arch="race" editor="race" type="string">
2869 Every monster should have a race set to cathegorize it. 2893 Every monster should have a race set to categorize it.
2870 The monster's &lt;race&gt; can have different effects: 2894 The monster's &lt;race&gt; can have different effects:
2871 Slaying weapons inflict tripple damage against enemy races 2895 Slaying weapons inflict tripple damage against enemy races
2872 and holy word kills only enemy races of the god. 2896 and holy word kills only enemy races of the god.
2873 </attribute> 2897 </attribute>
2874 <attribute arch="exp" editor="experience" type="int"> 2898 <attribute arch="exp" editor="experience" type="int">
2875 When a player kills this monster, he will get exactly this 2899 When a player kills this monster, he will get exactly this
2876 amount of &lt;experience&gt;. The experience will flow into 2900 amount of &lt;experience&gt;. The experience will flow into
2877 the skill-cathegory the player used for the kill. 2901 the skill-category the player used for the kill.
2878 2902
2879 If you create special monsters of tweaked strenght/abilities, 2903 If you create special monsters of tweaked strenght/abilities,
2880 always make sure that the &lt;experience&gt; is set to a 2904 always make sure that the &lt;experience&gt; is set to a
2881 reasonable value. Compare with existing arches to get a feeling 2905 reasonable value. Compare with existing arches to get a feeling
2882 what reasonable means. Keep in mind that spellcasting monsters 2906 what reasonable means. Keep in mind that spellcasting monsters
2884 </attribute> 2908 </attribute>
2885 <attribute arch="speed" editor="speed" type="float"> 2909 <attribute arch="speed" editor="speed" type="float">
2886 The &lt;speed&gt; determines how fast a monster will both move 2910 The &lt;speed&gt; determines how fast a monster will both move
2887 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2911 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2888 </attribute> 2912 </attribute>
2913 &speed_left;
2889 <attribute arch="other_arch" editor="breed monster" type="string"> 2914 <attribute arch="other_arch" editor="breed monster" type="string">
2890 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2915 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2891 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2916 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2892 can be set to any valid arch-name of a monster. Multipart monster 2917 can be set to any valid arch-name of a monster. Multipart monster
2893 should not be used. 2918 should not be used.
2904 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 2929 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2905 Each time the monster need to generate an object, it will be 2930 Each time the monster need to generate an object, it will be
2906 a randomly chosen item from the inventory. When generator is destroyed, 2931 a randomly chosen item from the inventory. When generator is destroyed,
2907 inventory is destroyed. 2932 inventory is destroyed.
2908 </attribute> 2933 </attribute>
2909 <attribute arch="flying" editor="flying" type="bool"> 2934 &move_type;
2910 Flying monsters won't get slowed down in rough terrain
2911 and they won't be affected by movers.
2912 </attribute>
2913 <attribute arch="undead" editor="undead" type="bool"> 2935 <attribute arch="undead" editor="undead" type="bool">
2914 Several spells only affect undead monsters: 2936 Several spells only affect undead monsters:
2915 turn undead, banish undead, holy word, etc. 2937 turn undead, banish undead, holy word, etc.
2916 </attribute> 2938 </attribute>
2917 <attribute arch="carrying" editor="carries weight" type="int"> 2939 <attribute arch="carrying" editor="carries weight" type="int">
2918 If a monster has something in the inventory, this 2940 If a monster has something in the inventory, this
2919 value can be set to reflect the slowdown due to 2941 value can be set to reflect the slowdown due to
2920 the carried weight. 2942 the carried weight.
2943 </attribute>
2944 <attribute arch="precious" editor="precious" type="bool">
2945 Set this flag to indicate that this monster is precious, i.e.
2946 it should not be lightly destroyed. This is most useful on pets and
2947 keeps the server from destroying them on destroy_pets/monster floors
2948 and will try to save them when the player logs out.
2921 </attribute> 2949 </attribute>
2922 2950
2923<section name="melee"> 2951<section name="melee">
2924 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2952 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2925 This number is a bitmask, specifying the monster's attacktypes 2953 This number is a bitmask, specifying the monster's attacktypes
3129 the creature wakes up. This is done as a square, for reasons of speed. 3157 the creature wakes up. This is done as a square, for reasons of speed.
3130 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3158 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3131 11x11 square of the monster will wake the monster up. If the player 3159 11x11 square of the monster will wake the monster up. If the player
3132 has stealth, the size of this square is reduced in half plus 1. 3160 has stealth, the size of this square is reduced in half plus 1.
3133 </attribute> 3161 </attribute>
3134 <attribute arch="attack_movement" editor="attack movement" type="int"> 3162 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3163 If this is set to default, the standard mode of movement will be used.
3164 </attribute>
3165 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3166 This movement is not in effect when the monster has an enemy and should
3167 only be used for non agressive monsters.
3135 </attribute> 3168 </attribute>
3136 <attribute arch="run_away" editor="run at % health" type="int"> 3169 <attribute arch="run_away" editor="run at % health" type="int">
3137 This is a percentage value in the range 0-100. 3170 This is a percentage value in the range 0-100.
3138 When the monster's health points drop below this percentage 3171 When the monster's health points drop below this percentage
3139 (relative to max health), it attempts to run away from the 3172 (relative to max health), it attempts to run away from the
3140 attacker. 3173 attacker.
3141 </attribute> 3174 </attribute>
3142</section> 3175</section>
3143 3176 &resistances_basic;
3144<section name="resistance">
3145 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3146 </attribute>
3147 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3148 </attribute>
3149 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3150 </attribute>
3151 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3152 </attribute>
3153 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3154 </attribute>
3155 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3156 </attribute>
3157 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3158 </attribute>
3159 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3160 </attribute>
3161 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3162 </attribute>
3163 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3164 </attribute>
3165 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3166 </attribute>
3167 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3168 </attribute>
3169 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3170 </attribute>
3171 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3172 </attribute>
3173 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3174 </attribute>
3175 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3176 </attribute>
3177 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3178 </attribute>
3179 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3180 </attribute>
3181 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3182 </attribute>
3183 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3184 </attribute>
3185 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3186 </attribute>
3187</section>
3188 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3177 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3189 </attribute> 3178 </attribute>
3190</type> 3179</type>
3191 3180
3192<!--####################################################################--> 3181<!--####################################################################-->
3197 <attribute arch="name_pl" /> 3186 <attribute arch="name_pl" />
3198 <attribute arch="nrof" /> 3187 <attribute arch="nrof" />
3199 <attribute arch="value" /> 3188 <attribute arch="value" />
3200 <attribute arch="unpaid" /> 3189 <attribute arch="unpaid" />
3201 </ignore> 3190 </ignore>
3202 <description><![CDATA[ 3191 <description>
3203 A grimreaper is a monster that vanishes after it did some number of 3192 A grimreaper is a monster that vanishes after it did some number of
3204 draining attacks. ]]> <!-- XXX: is this ok? --> 3193 draining attacks.
3205 </description> 3194 </description>
3206<section name="grimreaper"> 3195<section name="grimreaper">
3207 <attribute arch="value" editor="attacks" type="int"> 3196 <attribute arch="value" editor="attacks" type="int">
3208 The object vanishes after this number of draining attacks. 3197 The object vanishes after this number of draining attacks.
3209 </attribute> 3198 </attribute>
3320 </attribute> 3309 </attribute>
3321 <attribute arch="speed" editor="movement speed" type="float"> 3310 <attribute arch="speed" editor="movement speed" type="float">
3322 The movement speed value determines how fast a chain of 3311 The movement speed value determines how fast a chain of
3323 these movers will push a player along (default is -0.2). 3312 these movers will push a player along (default is -0.2).
3324 </attribute> 3313 </attribute>
3314 &speed_left;
3325 <attribute arch="sp" editor="direction" type="list_direction"> 3315 <attribute arch="sp" editor="direction" type="list_direction">
3326 The mover will push creatures in the specified &lt;direction&gt;. 3316 The mover will push creatures in the specified &lt;direction&gt;.
3327 A mover with direction set to &lt;none&gt; will spin clockwise, 3317 A mover with direction set to &lt;none&gt; will spin clockwise,
3328 thus pushing creatures in unpredictable directions. 3318 thus pushing creatures in unpredictable directions.
3329 </attribute> 3319 </attribute>
3349 activates creators, creating (per default: monster-only) movers 3339 activates creators, creating (per default: monster-only) movers
3350 under the NPC's feet. The NPC starts "walking" on a predefined 3340 under the NPC's feet. The NPC starts "walking" on a predefined
3351 route! Note that it's useful to set this NPC immune to everything, 3341 route! Note that it's useful to set this NPC immune to everything,
3352 preventing the player to push the NPC off his trace. 3342 preventing the player to push the NPC off his trace.
3353 </attribute> 3343 </attribute>
3354 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3344 <attribute arch="move_on" editor="movement type" type="movement_type">
3355 This should always be set. 3345 Which movement types activate the mover.
3356 </attribute>
3357 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3358 Move flying creatures enabled means all flying (living)
3359 objects will get moved too. If disabled, only walking
3360 (non-flying) creatures will get moved.
3361 </attribute> 3346 </attribute>
3362</section> 3347</section>
3363</type> 3348</type>
3364 3349
3365<!--####################################################################--> 3350<!--####################################################################-->
3393 </attribute> 3378 </attribute>
3394 <attribute arch="connected" editor="connection" type="int"> 3379 <attribute arch="connected" editor="connection" type="int">
3395 When the pedestal is triggered, all objects with the same 3380 When the pedestal is triggered, all objects with the same
3396 connection value get activated. 3381 connection value get activated.
3397 </attribute> 3382 </attribute>
3398 <attribute arch="walk_on" value="1" type="fixed" /> 3383 &move_on;
3399 <attribute arch="walk_off" value="1" type="fixed" />
3400</type> 3384</type>
3401 3385
3402<!--####################################################################--> 3386<!--####################################################################-->
3403<type number="94" name="Pit"> 3387<type number="94" name="Pit">
3404 <ignore> 3388 <ignore>
3422 <attribute arch="no_pick" value="1" type="fixed" /> 3406 <attribute arch="no_pick" value="1" type="fixed" />
3423 <attribute arch="connected" editor="connection" type="int"> 3407 <attribute arch="connected" editor="connection" type="int">
3424 When a &lt;connection&gt; value is set, the pit can be opened/closed 3408 When a &lt;connection&gt; value is set, the pit can be opened/closed
3425 by activating the connection. 3409 by activating the connection.
3426 </attribute> 3410 </attribute>
3411 &activate_on;
3427 <attribute arch="hp" editor="destination X" type="int"> 3412 <attribute arch="hp" editor="destination X" type="int">
3428 The pit will transport creatures (and items) randomly into a two-square 3413 The pit will transport creatures (and items) randomly into a two-square
3429 radius of the destination coordinates. 3414 radius of the destination coordinates.
3430 If the destination square becomes blocked, the pit will act like 3415 If the destination square becomes blocked, the pit will act like
3431 being filled up and not work anymore! 3416 being filled up and not work anymore!
3440 The &lt;position state&gt; defines the position of the gate: 3425 The &lt;position state&gt; defines the position of the gate:
3441 Zero means completely open/down, the "number of animation-steps" (usually 3426 Zero means completely open/down, the "number of animation-steps" (usually
3442 about 6 or 7) means completely closed/up state. I suggest you don't 3427 about 6 or 7) means completely closed/up state. I suggest you don't
3443 mess with this value - Leave the default in place. 3428 mess with this value - Leave the default in place.
3444 </attribute> 3429 </attribute>
3445 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3430 &move_on;
3446 If set, all walking creatures will fall into the pit.
3447 This does NOT need to be set for closed pits!
3448 </attribute>
3449 <attribute arch="fly_on" editor="swallow flying" type="bool">
3450 If set, all flying creatures will fall into the pit as well.
3451 This is not the behaviour expected from a pit, and it should
3452 only be used for map-mechanisms (e.g. for transporting flying
3453 monsters).
3454 An interesting side-effect: If this flag is enabled, spell
3455 effects like fire/snow also make their way through the pit.
3456 </attribute>
3457</type> 3431</type>
3458 3432
3459<!--####################################################################--> 3433<!--####################################################################-->
3460<type number="7" name="Poison Food"> 3434<type number="7" name="Poison Food">
3461 <description><![CDATA[ 3435 <description><![CDATA[
3497 </attribute> 3471 </attribute>
3498 <attribute arch="startequip" editor="godgiven item" type="bool"> 3472 <attribute arch="startequip" editor="godgiven item" type="bool">
3499 A godgiven item vanishes as soon as the player 3473 A godgiven item vanishes as soon as the player
3500 drops it to the ground. 3474 drops it to the ground.
3501 </attribute> 3475 </attribute>
3502<section name="stats"> 3476 &player_stat_resist_sections;
3503 <attribute arch="Str" editor="strength" type="int">
3504 The player's strentgh will rise/fall by the given value for permanent
3505 (of course there is an upper limit). Generally there shouldn't be stat
3506 potions granting more than one stat. Cursed potions will subtract the
3507 stats if positive.
3508 </attribute>
3509 <attribute arch="Dex" editor="dexterity" type="int">
3510 The player's dexterity will rise/fall by the given value for permanent
3511 (of course there is an upper limit). Generally there shouldn't be stat
3512 potions granting more than one stat. Cursed potions will subtract the
3513 stats if positive.
3514 </attribute>
3515 <attribute arch="Con" editor="constitution" type="int">
3516 The player's constitution will rise/fall by the given value for permanent
3517 (of course there is an upper limit). Generally there shouldn't be stat
3518 potions granting more than one stat. Cursed potions will subtract the
3519 stats if positive.
3520 </attribute>
3521 <attribute arch="Int" editor="intelligence" type="int">
3522 The player's intelligence will rise/fall by the given value for permanent
3523 (of course there is an upper limit). Generally there shouldn't be stat
3524 potions granting more than one stat. Cursed potions will subtract the
3525 stats if positive.
3526 </attribute>
3527 <attribute arch="Pow" editor="power" type="int">
3528 The player's power will rise/fall by the given value for permanent
3529 (of course there is an upper limit). Generally there shouldn't be stat
3530 potions granting more than one stat. Cursed potions will subtract the
3531 stats if positive.
3532 </attribute>
3533 <attribute arch="Wis" editor="wisdom" type="int">
3534 The player's wisdom will rise/fall by the given value for permanent
3535 (of course there is an upper limit). Generally there shouldn't be stat
3536 potions granting more than one stat. Cursed potions will subtract the
3537 stats if positive.
3538 </attribute>
3539 <attribute arch="Cha" editor="charisma" type="int">
3540 The player's charisma will rise/fall by the given value for permanent
3541 (of course there is an upper limit). Generally there shouldn't be stat
3542 potions granting more than one stat. Cursed potions will subtract the
3543 stats if positive.
3544 </attribute>
3545</section>
3546<section name="resistance">
3547 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3548 The player's resistance to physical will rise by this value in percent
3549 (range -100 till +100). The effect is only temporare, and it does NOT
3550 add on the values from the player's equipment.
3551 Cursed potions will make negative resistance.. very nasty in combat!
3552 </attribute>
3553 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3554 The player's resistance to magic will rise by this value in percent
3555 (range -100 till +100). The effect is only temporare, and it does NOT
3556 add on the values from the player's equipment.
3557 Cursed potions will make negative resistance.. very nasty in combat!
3558 </attribute>
3559 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3560 The player's resistance to fire will rise by this value in percent
3561 (range -100 till +100). The effect is only temporare, and it does NOT
3562 add on the values from the player's equipment.
3563 Cursed potions will make negative resistance.. very nasty in combat!
3564 </attribute>
3565 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3566 The player's resistance to electricity will rise by this value in percent
3567 (range -100 till +100). The effect is only temporare, and it does NOT
3568 add on the values from the player's equipment.
3569 Cursed potions will make negative resistance.. very nasty in combat!
3570 </attribute>
3571 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3572 The player's resistance to cold will rise by this value in percent
3573 (range -100 till +100). The effect is only temporare, and it does NOT
3574 add on the values from the player's equipment.
3575 Cursed potions will make negative resistance.. very nasty in combat!
3576 </attribute>
3577 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3578 The player's resistance to acid will rise by this value in percent
3579 (range -100 till +100). The effect is only temporare, and it does NOT
3580 add on the values from the player's equipment.
3581 Cursed potions will make negative resistance.. very nasty in combat!
3582 </attribute>
3583 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3584 The player's resistance to confusion will rise by this value in percent
3585 (range -100 till +100). The effect is only temporare, and it does NOT
3586 add on the values from the player's equipment.
3587 Cursed potions will make negative resistance.. very nasty in combat!
3588 </attribute>
3589 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3590 The player's resistance to weaponmagic will rise by this value in percent
3591 (range -100 till +100). The effect is only temporare, and it does NOT
3592 add on the values from the player's equipment.
3593 Cursed potions will make negative resistance.. very nasty in combat!
3594 </attribute>
3595 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3596 The player's resistance to paralyze will rise by this value in percent
3597 (range -100 till +100). The effect is only temporare, and it does NOT
3598 add on the values from the player's equipment.
3599 Cursed potions will make negative resistance.. very nasty in combat!
3600 </attribute>
3601 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3602 The player's resistance to draining will rise by this value in percent
3603 (range -100 till +100). The effect is only temporare, and it does NOT
3604 add on the values from the player's equipment.
3605 Cursed potions will make negative resistance.. very nasty in combat!
3606 </attribute>
3607 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3608 The player's resistance to depletion will rise by this value in percent
3609 (range -100 till +100). The effect is only temporare, and it does NOT
3610 add on the values from the player's equipment.
3611 Cursed potions will make negative resistance.. very nasty in combat!
3612 </attribute>
3613 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3614 The player's resistance to poison will rise by this value in percent
3615 (range -100 till +100). The effect is only temporare, and it does NOT
3616 add on the values from the player's equipment.
3617 Cursed potions will make negative resistance.. very nasty in combat!
3618 </attribute>
3619</section>
3620</type> 3477</type>
3621 3478
3622<!--####################################################################--> 3479<!--####################################################################-->
3623<type number="156" name="Power Crystal"> 3480<type number="156" name="Power Crystal">
3624 <description><![CDATA[ 3481 <description><![CDATA[
3809 <use><![CDATA[ 3666 <use><![CDATA[
3810 Avoid monsters stepping on your runes. For example, summoning runes 3667 Avoid monsters stepping on your runes. For example, summoning runes
3811 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3668 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3812 </use> 3669 </use>
3813 <attribute arch="no_pick" value="1" type="fixed" /> 3670 <attribute arch="no_pick" value="1" type="fixed" />
3814 <attribute arch="walk_on" value="1" type="fixed" /> 3671 &move_on;
3815 <attribute arch="level" editor="rune level" type="int"> 3672 <attribute arch="level" editor="rune level" type="int">
3816 This value sets the level the rune will cast the spell it contains at, 3673 This value sets the level the rune will cast the spell it contains at,
3817 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3674 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3818 (&lt;rune level&gt; 0 runes won't detonate at all!) 3675 (&lt;rune level&gt; 0 runes won't detonate at all!)
3819 3676
3958</type> 3815</type>
3959 3816
3960<!--####################################################################--> 3817<!--####################################################################-->
3961<type number="14" name="Shooting Weapon"> 3818<type number="14" name="Shooting Weapon">
3962 <description><![CDATA[ 3819 <description><![CDATA[
3963 Schooting weapons like bows/crossbows are used to shoot projectiles 3820 Shooting weapons like bows/crossbows are used to shoot projectiles
3964 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3821 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3965 wielded both at the same time. Like with any other equipment, 3822 wielded both at the same time. Like with any other equipment,
3966 stats/bonuses from shooting weapons are directly inherited to the player. 3823 stats/bonuses from shooting weapons are directly inherited to the player.
3967 <br><br> 3824 <br><br>
3968 It's very easy to add new pairs of weapons &amp; projectiles. 3825 It's very easy to add new pairs of weapons &amp; projectiles.
3970 weapon and projectile. ]]> 3827 weapon and projectile. ]]>
3971 </description> 3828 </description>
3972 <use><![CDATA[ 3829 <use><![CDATA[
3973 Shooting weapons should not add bonuses in general. There's already 3830 Shooting weapons should not add bonuses in general. There's already
3974 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3831 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3975 Schooting weapons should especially not add bonuses to the player 3832 Shooting weapons should especially not add bonuses to the player
3976 that have nothing to do with schooting. A Wisdom bonus on a bow 3833 that have nothing to do with schooting. A Wisdom bonus on a bow
3977 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3834 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3978 - still crap. ]]> 3835 - still crap. ]]>
3979 </use> 3836 </use>
3980 <attribute arch="race" editor="ammunition class" type="string"> 3837 <attribute arch="race" editor="ammunition class" type="string">
4161 <use><![CDATA[ 4018 <use><![CDATA[
4162 As stated above, always place TWO shop mats into your shop. 4019 As stated above, always place TWO shop mats into your shop.
4163 Not more and not less than that. ]]> 4020 Not more and not less than that. ]]>
4164 </use> 4021 </use>
4165 <attribute arch="no_pick" value="1" type="fixed" /> 4022 <attribute arch="no_pick" value="1" type="fixed" />
4166 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4023 &move_on;
4167 If set, the player can enter/leave the
4168 shop by just walking into the shop mat.
4169 </attribute>
4170 <attribute arch="fly_on" editor="apply by flying" type="bool">
4171 If set, the player can enter/leave the
4172 shop by "flying" into the shop mat.
4173 </attribute>
4174</type> 4024</type>
4175 4025
4176<!--####################################################################--> 4026<!--####################################################################-->
4177<type number="98" name="Sign &amp; MagicMouth"> 4027<type number="98" name="Sign &amp; MagicMouth">
4178 <ignore> 4028 <ignore>
4195 the connection is triggered. This should be used in combination with 4045 the connection is triggered. This should be used in combination with
4196 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4046 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4197 If activating your magic_mouth this way, the message will not only be 4047 If activating your magic_mouth this way, the message will not only be
4198 printed to one player, but all players on the current map. 4048 printed to one player, but all players on the current map.
4199 </attribute> 4049 </attribute>
4200 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4050 &activate_on;
4201 If set, the player gets the message when walking ontop of the object. 4051 &move_on;
4202 "invisible 1" should be set in this case. This is the typical configuration
4203 for a "magic_mouth": The player walks through a dungeon and suddenly he
4204 gets a message. Use this to create some roleplay atmosphere, and to inform
4205 the player about possible dangers or secrets.
4206 </attribute>
4207 <attribute arch="fly_on" editor="activate by flying" type="bool">
4208 If set, the player gets the message when flying (=levitating) ontop
4209 of the object. Usually this should be set together with walk_on.
4210 </attribute>
4211 <attribute arch="food" editor="counter" type="int"> 4052 <attribute arch="food" editor="counter" type="int">
4212 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4053 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4213 (printing the message) only that many times. For signs this really shouldn't 4054 (printing the message) only that many times. For signs this really shouldn't
4214 be used, while for magic_mouths it is extremely helpful. 4055 be used, while for magic_mouths it is extremely helpful.
4215 Monsters walking over the magic_mouth do not decrease the counter. 4056 Monsters walking over the magic_mouth do not decrease the counter.
4221 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4062 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4222 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4063 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4223 </attribute> 4064 </attribute>
4224 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4065 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4225 This text will be displayed to the player. 4066 This text will be displayed to the player.
4067 </attribute>
4068</type>
4069
4070<type number="150" name="Shop Inventory">
4071 <ignore>
4072 <ignore_list name="non_pickable" />
4073 </ignore>
4074 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4075 </description>
4076 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4077 </use>
4078 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4079 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4080 the map that will be searched for unpaid items.
4226 </attribute> 4081 </attribute>
4227</type> 4082</type>
4228 4083
4229<!--####################################################################--> 4084<!--####################################################################-->
4230<type number="43" name="Skill"> 4085<type number="43" name="Skill">
4476 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4331 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4477 positive values counter clockwise. 4332 positive values counter clockwise.
4478 4333
4479 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4334 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4480 </attribute> 4335 </attribute>
4481 <attribute arch="walk_on" value="1" type="fixed" /> 4336 &move_on;
4482 <attribute arch="fly_on" value="1" type="fixed" />
4483</type> 4337</type>
4484 4338
4485<!--####################################################################--> 4339<!--####################################################################-->
4486<type number="138" name="Swamp"> 4340<type number="138" name="Swamp">
4487 <ignore> 4341 <ignore>
4493 he will start to sink in and eventually drown and die. 4347 he will start to sink in and eventually drown and die.
4494 Items dropped on the swamp sink in and dissapear. 4348 Items dropped on the swamp sink in and dissapear.
4495 Players with knowledge of the woodsman skill are a lot less likely 4349 Players with knowledge of the woodsman skill are a lot less likely
4496 to die in the swamp. ]]> 4350 to die in the swamp. ]]>
4497 </description> 4351 </description>
4498 <attribute arch="walk_on" value="1" type="fixed" />
4499 <attribute arch="is_floor" value="1" type="fixed" /> 4352 <attribute arch="is_floor" value="1" type="fixed" />
4500 <attribute arch="is_wooded" value="1" type="fixed" /> 4353 <attribute arch="is_wooded" value="1" type="fixed" />
4501 <attribute arch="speed" editor="drowning speed" type="float"> 4354 <attribute arch="speed" editor="drowning speed" type="float">
4502 The higher the &lt;drowning speed&gt;, the faster will players and items 4355 The higher the &lt;drowning speed&gt;, the faster will players and items
4503 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4356 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4504 and unexpected death-trap. Players should get a warning before such areas. 4357 and unexpected death-trap. Players should get a warning before such areas.
4505 </attribute> 4358 </attribute>
4506 <attribute arch="slow_move" editor="slow movement" type="int"> 4359 &speed_left;
4507 If &lt;slow movement&gt; is set to a value greater zero, all 4360 &move_on;
4508 creatures moving over this spot will be slower than normal. 4361 &movement_types_terrain;
4509
4510 &lt;slow movement&gt; 1 - rough terrain
4511 &lt;slow movement&gt; 2 - very rough terrain
4512 ...
4513 &lt;slow movement&gt; 5 - default for deep swamp
4514 </attribute>
4515 <attribute arch="no_magic" editor="no spells" type="bool"> 4362 <attribute arch="no_magic" editor="no spells" type="bool">
4516 If enabled, it is impossible for players to use (wizard-) 4363 If enabled, it is impossible for players to use (wizard-)
4517 spells on that spot. 4364 spells on that spot.
4518 </attribute> 4365 </attribute>
4519 <attribute arch="damned" editor="no prayers" type="bool"> 4366 <attribute arch="damned" editor="no prayers" type="bool">
4594 <attribute arch="connected" editor="connection" type="int"> 4441 <attribute arch="connected" editor="connection" type="int">
4595 If a connection value is set, the teleporter will be activated 4442 If a connection value is set, the teleporter will be activated
4596 whenever the connection is triggered. To use this properly, 4443 whenever the connection is triggered. To use this properly,
4597 &lt;activation speed&gt; must be zero. 4444 &lt;activation speed&gt; must be zero.
4598 </attribute> 4445 </attribute>
4446 &activate_on;
4599 <attribute arch="speed" editor="activation speed" type="float"> 4447 <attribute arch="speed" editor="activation speed" type="float">
4600 If the &lt;activation speed&gt; is nonzero, the teleporter will 4448 If the &lt;activation speed&gt; is nonzero, the teleporter will
4601 automatically be activated in regular time-intervals. Hence, the 4449 automatically be activated in regular time-intervals. Hence, the
4602 player can just step on it and gets teleported sooner or later. 4450 player can just step on it and gets teleported sooner or later.
4603 The duration between two activates depends on the given value. 4451 The duration between two activates depends on the given value.
4604 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4452 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4605 4453
4606 VERY IMPORTANT: If you want to have your teleporter activated via 4454 VERY IMPORTANT: If you want to have your teleporter activated via
4607 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4455 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4608 </attribute> 4456 </attribute>
4457 &speed_left;
4609</type> 4458</type>
4610 4459
4611<!--####################################################################--> 4460<!--####################################################################-->
4612<type number="26" name="Timed Gate"> 4461<type number="26" name="Timed Gate">
4613 <ignore> 4462 <ignore>
4632 Whenever the inventory checker is triggered, all objects with identical 4481 Whenever the inventory checker is triggered, all objects with identical
4633 &lt;connection&gt; value get activated. This only makes sense together with 4482 &lt;connection&gt; value get activated. This only makes sense together with
4634 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4483 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4635 after some time. 4484 after some time.
4636 </attribute> 4485 </attribute>
4486 &activate_on;
4637 <attribute arch="wc" editor="position state" type="int"> 4487 <attribute arch="wc" editor="position state" type="int">
4638 The &lt;position state&gt; defines the position of the gate: 4488 The &lt;position state&gt; defines the position of the gate:
4639 Zero means completely open/down, the "number of animation-steps" (usually 4489 Zero means completely open/down, the "number of animation-steps" (usually
4640 about 6 or 7) means completely closed/up state. I suggest you don't 4490 about 6 or 7) means completely closed/up state. I suggest you don't
4641 mess with this value - Leave the default in place. 4491 mess with this value - Leave the default in place.
4642 </attribute> 4492 </attribute>
4643 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4493 &movement_types_terrain;
4644 For open gates, &lt;blocking passage&gt; should be unset.
4645 For closed gates it must be set.
4646 </attribute>
4647 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4494 <attribute arch="no_magic" editor="restrict spells" type="bool">
4648 Restricting the use of spells to pass this gate. This has 4495 Restricting the use of spells to pass this gate. This has
4649 an effect only if &lt;block view&gt; is disabled. 4496 an effect only if &lt;block view&gt; is disabled.
4650 </attribute> 4497 </attribute>
4651 <attribute arch="damned" editor="restrict prayers" type="bool"> 4498 <attribute arch="damned" editor="restrict prayers" type="bool">
4675 and generally have either a physical attack or trigger a reaction. 4522 and generally have either a physical attack or trigger a reaction.
4676 <br><br> 4523 <br><br>
4677 Traps hit any monster or person who steps on them for 'dam' damage in 4524 Traps hit any monster or person who steps on them for 'dam' damage in
4678 'attacktype' attacktype and/or trigger a reaction. 4525 'attacktype' attacktype and/or trigger a reaction.
4679 <br><br> 4526 <br><br>
4680 Many traps are already defined in the archetypes. ]]> 4527 Many traps are already defined in the archetypes.]]>
4681 </description> 4528 </description>
4682 <use><![CDATA[ 4529 <use><![CDATA[
4683 Avoid monsters stepping on your traps. For example, a party of orcs setting 4530 Avoid monsters stepping on your traps. For example, a party of orcs setting
4684off your lightning wall and pit trap is usually a bad idea. ]]> 4531 off your lightning wall and pit trap is usually a bad idea.]]>
4685 </use> 4532 </use>
4686 <attribute arch="no_pick" value="1" type="fixed" /> 4533 <attribute arch="no_pick" value="1" type="fixed" />
4687 <attribute arch="walk_on" value="1" type="fixed" /> 4534 &move_on;
4688 <attribute arch="level" editor="trap level" type="int"> 4535 <attribute arch="level" editor="trap level" type="int">
4689 Level effects how easily a trap may be found and disarmed, and 4536 Level effects how easily a trap may be found and disarmed, and
4690 how much experience the player gets for doing so. Beware: High level 4537 how much experience the player gets for doing so. Beware: High level
4691 traps can be quite a cheap source of experience! So either make them 4538 traps can be quite a cheap source of experience! So either make them
4692 tough, or keep the level low. 4539 tough, or keep the level low.
4735 Trapdoors should be used in the same fashion as pits: 4582 Trapdoors should be used in the same fashion as pits:
4736 They should always drop the victims to some kind of lower level. They 4583 They should always drop the victims to some kind of lower level. They
4737 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4584 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4738 </use> 4585 </use>
4739 <attribute arch="no_pick" value="1" type="fixed" /> 4586 <attribute arch="no_pick" value="1" type="fixed" />
4740 <attribute arch="walk_on" value="1" type="fixed" /> 4587 &move_on;
4741 <attribute arch="weight" editor="hold weight" type="int"> 4588 <attribute arch="weight" editor="hold weight" type="int">
4742 This value defines how much weight the trapdoor can hold. 4589 This value defines how much weight the trapdoor can hold.
4743 Once items or creatures are gathered on the trapdoor, with 4590 Once items or creatures are gathered on the trapdoor, with
4744 a total weight surpassing this value, then the trapdoor will 4591 a total weight surpassing this value, then the trapdoor will
4745 open and things start falling through. 4592 open and things start falling through.
4881 <attribute arch="unpaid" /> 4728 <attribute arch="unpaid" />
4882 </ignore> 4729 </ignore>
4883 <description><![CDATA[ 4730 <description><![CDATA[
4884 Walls usually block passage and sight. ]]> 4731 Walls usually block passage and sight. ]]>
4885 </description> 4732 </description>
4886 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4733 &movement_types_terrain;
4887 If set, the object cannot be passed by players nor monsters.
4888 </attribute>
4889 <attribute arch="can_roll" editor="moveable" type="bool"> 4734 <attribute arch="can_roll" editor="moveable" type="bool">
4890 If set, the object is able to "roll", so it can be pushed around. 4735 If set, the object is able to "roll", so it can be pushed around.
4891 This setting is used for boulders and barrels. 4736 This setting is used for boulders and barrels.
4892 </attribute> 4737 </attribute>
4893 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4738 <attribute arch="no_magic" editor="restrict spells" type="bool">
4988 </attribute> 4833 </attribute>
4989 <attribute arch="ac" editor="armour class" type="int"> 4834 <attribute arch="ac" editor="armour class" type="int">
4990 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4835 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4991 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4836 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4992 </attribute> 4837 </attribute>
4993<section name="resistance"> 4838 &resistances_basic;
4994 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4995 </attribute>
4996 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4997 </attribute>
4998 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4999 </attribute>
5000 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5001 </attribute>
5002 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5003 </attribute>
5004 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5005 </attribute>
5006 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5007 </attribute>
5008 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5009 </attribute>
5010 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5011 </attribute>
5012 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5013 </attribute>
5014 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5015 </attribute>
5016 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5017 </attribute>
5018 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5019 </attribute>
5020 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5021 </attribute>
5022 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5023 </attribute>
5024 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5025 </attribute>
5026 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5027 </attribute>
5028 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5029 </attribute>
5030 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5031 </attribute>
5032 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5033 </attribute>
5034 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5035 </attribute>
5036</section>
5037</type> 4839</type>
5038 4840
5039<!--####################################################################--> 4841<!--####################################################################-->
5040<type number="15" name="Weapon"> 4842<type number="15" name="Weapon">
5041 <description><![CDATA[ 4843 <description><![CDATA[
5139 </attribute> 4941 </attribute>
5140 <attribute arch="startequip" editor="godgiven item" type="bool"> 4942 <attribute arch="startequip" editor="godgiven item" type="bool">
5141 A godgiven item vanishes as soon as the player 4943 A godgiven item vanishes as soon as the player
5142 drops it to the ground. 4944 drops it to the ground.
5143 </attribute> 4945 </attribute>
5144<section name="resistance"> 4946 &player_stat_resist_sections;
5145 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5146 This adds physical resistance to the weapon (= armour value). The number is
5147 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5148 and what they require to do for getting this-and-that artifact.
5149 </attribute>
5150 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5151 This adds magic resistance to the weapon. The number is a percent-value in
5152 the range 0-100. Treat this with CARE. Look at other maps and what they
5153 require to do for getting this-and-that artifact.
5154 </attribute>
5155 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5156 This adds fire resistance to the weapon. The number is a percent-value in
5157 the range 0-100. Treat this with CARE. Look at other maps and what they
5158 require to do for getting this-and-that artifact.
5159 </attribute>
5160 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5161 This adds electricity resistance to the weapon. The number is a percent-value in
5162 the range 0-100. Treat this with CARE. Look at other maps and what they
5163 require to do for getting this-and-that artifact.
5164 </attribute>
5165 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5166 This adds fire resistance to the weapon. The number is a percent-value in
5167 the range 0-100. Treat this with CARE. Look at other maps and what they
5168 require to do for getting this-and-that artifact.
5169 </attribute>
5170 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5171 This adds confusion resistance to the weapon. The number is a percent-value in
5172 the range 0-100. Confusion resistance is not very effective
5173 unless the value comes close to 100 (= perfect immunity).
5174 </attribute>
5175 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5176 This adds acid resistance to the weapon. The number is a percent-value in
5177 the range 0-100. Treat this with CARE. Look at other maps and what they
5178 require to do for getting this-and-that artifact.
5179 </attribute>
5180 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5181 This adds draining resistance to the weapon. The number is a percent-value
5182 in the range 0-100. Draining resistance is little effective
5183 unless the value is 100 (= perfect immunity).
5184 </attribute>
5185 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5186 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5187 the range 0-100. Weaponmagic resistance generally should not exist on
5188 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5189 are not meant to be easily resisted.
5190 </attribute>
5191 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5192 This adds ghosthit resistance to the weapon. The number is a percent-value
5193 in the range 0-100. Treat this with CARE. Look at other maps and what they
5194 require to do for getting this-and-that artifact.
5195 </attribute>
5196 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5197 This adds poison resistance to the weapon. The number is a percent-value in
5198 the range 0-100. Treat this with CARE. Look at other maps and what they
5199 require to do for getting this-and-that artifact.
5200 </attribute>
5201 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5202 This adds fear resistance to the weapon. The number is a percent-value in
5203 the range 0-100. Resistance to fear is pretty useless.
5204 </attribute>
5205 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5206 This adds paralyze resistance to the weapon. The number is a percent-value in
5207 the range 0-100. Paralyze resistance is little effective
5208 unless the value is 100 (= perfect immunity).
5209 </attribute>
5210 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5211 This adds fear resistance to the weapon. The number is a percent-value in
5212 the range 0-100. Resistance to fear is pretty useless.
5213 </attribute>
5214 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5215 This adds depletion resistance to the weapon. The number is a percent-value
5216 in the range 0-100. Depletion resistance is little effective
5217 unless the value is 100 (= perfect immunity).
5218 </attribute>
5219 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5220 This adds death-attack resistance to the weapon. The number is a
5221 percent-value in the range 0-100. Death-attack resistance is little
5222 effective unless the value is 100 (= perfect immunity).
5223 Generally, resistance to death-attack is not supposed to be
5224 available to players!
5225 </attribute>
5226 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5227 This adds chaos resistance to the weapon. The number is a percent-value in
5228 the range 0-100. Treat this with CARE. Look at other maps and what they
5229 require to do for getting this-and-that artifact.
5230 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5231 combination of other attacktypes.
5232 </attribute>
5233 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5234 This adds blinding resistance to the weapon. The number is a percent-value
5235 in the range 0-100. Treat this with CARE. Look at other maps and what they
5236 require to do for getting this-and-that artifact.
5237 </attribute>
5238 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5239 This adds holy power resistance to the weapon. The number is a percent-value
5240 in the range 0-100. Holy power is the attacktype that holyword-type spells
5241 use to hurt undead creatures. This kind of resistance is only reasonable
5242 for undead players (wraith or devourer cult).
5243 Generally, resistance to holy word should not be available for players.
5244 </attribute>
5245</section>
5246<section name="stats">
5247 <attribute arch="Str" editor="strength" type="int">
5248 The player's strentgh will rise/fall by the given value
5249 while wearing this weapon.
5250 </attribute>
5251 <attribute arch="Dex" editor="dexterity" type="int">
5252 The player's dexterity will rise/fall by the given value
5253 while wearing this weapon.
5254 </attribute>
5255 <attribute arch="Con" editor="constitution" type="int">
5256 The player's constitution will rise/fall by the given value
5257 while wearing this weapon.
5258 </attribute>
5259 <attribute arch="Int" editor="intelligence" type="int">
5260 The player's intelligence will rise/fall by the given value
5261 while wearing this weapon.
5262 </attribute>
5263 <attribute arch="Pow" editor="power" type="int">
5264 The player's power will rise/fall by the given value
5265 while wearing this weapon.
5266 </attribute>
5267 <attribute arch="Wis" editor="wisdom" type="int">
5268 The player's wisdom will rise/fall by the given value while
5269 wearing this weapon.
5270 </attribute>
5271 <attribute arch="Cha" editor="charisma" type="int">
5272 The player's charisma will rise/fall by the given value
5273 while wearing this weapon.
5274 </attribute>
5275</section>
5276<section name="misc"> 4947<section name="misc">
5277 <attribute arch="luck" editor="luck bonus" type="int"> 4948 <attribute arch="luck" editor="luck bonus" type="int">
5278 With positive luck bonus, the player is more likely to 4949 With positive luck bonus, the player is more likely to
5279 succeed in all sorts of things (spellcasting, praying,...). 4950 succeed in all sorts of things (spellcasting, praying,...).
5280 Unless the &lt;luck bonus&gt; is very high, the effect will be 4951 Unless the &lt;luck bonus&gt; is very high, the effect will be
5356 This text describes the weapons's "story". Every decent artifact weapon 5027 This text describes the weapons's "story". Every decent artifact weapon
5357 should have such a description. 5028 should have such a description.
5358 </attribute> 5029 </attribute>
5359</type> 5030</type>
5360 5031
5032<type number="116" name="Event Connector">
5033 <description><![CDATA[
5034 Event connectors link specific events that happen to objects to
5035 a crossfire plug-in. ]]>
5036 </description>
5037 <attribute arch="subtype" editor="event type" type="list_event_type">
5038 The type of event that triggers a notify to the plug-in.
5039 </attribute>
5040 <attribute arch="title" editor="plug-in" type="string">
5041 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5042 for python and "perl" for the Crossfire-Perl plug-in.
5043 </attribute>
5044 <attribute arch="slaying" editor="extension" type="string">
5045 The name of the extension to invoke (for python, this is the path to a script,
5046 for perl this is the name of a extension package without the ".ext" extension.
5047 </attribute>
5048 <attribute arch="name" editor="options" type="string">
5049 A string that is passed unaltered to the extension above. Often used to pass
5050 options to the extension that alter its behaviour.
5051 </attribute>
5052</type>
5053
5361</types> 5054</types>

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